Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DinoZavarski

Pages: [1] 2 3 ... 6
1
One idea about Loyality. If you hardcode in it extreme modifications from SWP and repair droids it feels much more familiar to fly. Actually it becomes really quite a fun. Also i think this ship just MUST have shielded cargo holds.

Why not creating hullmod that emulates this mix - something like "illegal modifications".

2
Mods / Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
« on: January 19, 2019, 11:21:44 PM »
In data/weapons/proj/ae_blacksmith_lance_old.proj you reference graphics/missiles/missile_mirv_warhead.png that does not exist.

The bug actually is present for some tile (at least 2 previous updates), but for various reasons (strains of laziness) i had no chance to report it earlier.

3
Are cargo hold modular containers really supposed to count against the global limit of 2 logistic upgrades? Aren't they faction+hull specific feature? I understand adding mass, reducing flux, adding crew, etc, but reducing global upgrades availability seems illogical.

4
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: August 17, 2018, 05:01:46 AM »
Try "Solenoid Gun" perhaps. A solenoid is basically the primitive form of a railgun or gauss gun (using an electromagnetic field to move an object), just usually without the "gun" bit.

It seems that recently it is quite common for people to have no knowledge what is the difference between railgun and coilgun.

"Solenoid" is how you call each separate coil in a coilgun/gauss cannon - those weapons use series of solenoids, activated in sequence to "drag" magnetically sensitive projectile (Actually in some implementations the just passed by coil swaps polarity for a while to add "push". Those require projectile with own magnetic field.). To maximize the effectiveness of this process recently computer control of each coil based on active feedback for the acceleration process is used.

The "projectile" that coilgun launches has to have decent magnetic sensitivity, but otherwise there are little limitations. There is no need to make it conductive, or heat and friction resistant, as it is in a state of magnetic levitation during the launch process. Actually there is not even a necessity to use solid object - acceleration of plasma or even particles are common applications for a coilgun (yes, cyclotrons are technically coilguns to).

Compared to this railguns are pretty simple devices, they consist of two rails, connected by a conductive projectile. When rails are powered the current that passes thru the projectile generates magnetic field that constantly pushes the projectile (practically the railgun is open cycle linear electric motor). This means that aside from being magnetically sensitive railgun projectiles have to be highly resistant to heat and friction. The power loses due to those heat and friction also lead to low energy efficiency.

So basically coilguns have good flexibility, cost and energy efficiencies, but are large and complex to build (so complex, that we still can't build a military grade one). As for railguns - they are cost and energy inefficient, but allow you to bruteforce (more power, stronger materials) most problems to reach practical implementation. Each industrial age technical or iron age magical civilization should be able to implement them as weapons.

5
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: May 24, 2018, 10:08:07 AM »
Coilgun: high explosive ancestor of the railgun

Ancestor??? You know, coilguns are much more advanced technology. Compared to railguns they have superior energy and thermal efficiency and are also much cheaper to maintain (no rapidly wearing rails). They however have worse calliber/mass ratio and are much more technological. So much that humanity still lacks the technology to produce at least experimental military grade coilguns (computers solved feedback/coil control problems but without cheap and reliable high-temperature superconductor performance remains suboptimal), while first experimental military grade railguns were made in early 1940's.

In SS terms this means Coilguns (AKA Gauss Cannons) should have higher OP/price and either noticeably lower flux or higher rate of fire compared to identical Railguns.

6
Is it possible to add slots in a .skin file? I tried to do it using weaponSlotChanges, however the game crashes without reasonable error message when slot name, not present in the .ship is used in .skin.

7
Mods / Re: [0.8.1a] The Nomads, v1.4.11
« on: July 13, 2017, 04:45:15 AM »
Hey, i think something seems to be miscalculated with Oasis defenses. Right now in the middle of it's drone circle there is a dead zone, huge enough for two enemy wings to go on rampage. It looks really stupid, almost as if drones stay there to protect it's killers from the crowd.

8
In the standard Tystnad everything but the launch bays seems to be somehow misplaced (moved several pixels to top and right).

9
Mods / Re: [0.8.1a] The Nomads, v1.4.9-hf1
« on: July 08, 2017, 02:20:19 AM »
To bad there is no "Royal Flycatcher", would have been the ultimate name for a ship...

Why not add one as IBB bounty unique, with something like "The developer team managed to run with the prototype after an order to execute them for unspecified reasons has been issued..." in the description?

10
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 07, 2017, 02:13:38 AM »
Is it possible to implement console command that clears storage?

11
Mods / Re: The Lion's Guard 0.03e (0.8.1a Compatible edition)
« on: July 06, 2017, 11:39:57 AM »
- In "graphics/ships/Buffalo/lg_buffalo.png" must be "graphics/ships/Buffalo/lg_buffalo.png"

I'm...not sure what you're tying to say here. Is a directory written incorrectly?

Sorry, to much copypasting while almost asleep was bad idea.

It's in the file "data/hulls/skins/lg_buffalo.skin" the spriteName has case typo, "graphics/ships/buffalo/lg_buffalo.png" must be "graphics/ships/Buffalo/lg_buffalo.png". Linux (as all UNIX-es) treats file names as case sensitive, so the game crashes when case typo is encountered.

12
Mods / Re: The Lion's Guard 0.03d (0.8.1a Compatible edition)
« on: July 05, 2017, 04:12:30 PM »
About bugs, some Linux specific:

- the mod is not recognized at all due to the mod info file having extension .JSON instead of .json
- In "graphics/ships/Buffalo/lg_buffalo.png" must be "graphics/ships/Buffalo/lg_buffalo.png"

13
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 03, 2017, 02:13:51 PM »
the buffer would only be too small if you ran the game with a sub-32 bpp display mode, which I didn't even think was possible with Starsector.

Code
[email protected] ~/Games/starsector % grep Depth /var/log/Xorg.0.log
[    38.142] (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
[    38.800] (**) NVIDIA(1): Depth 24, (--) framebuffer bpp 32
[    38.807] (--) Depth 24 pixmap format is 32 bpp

24bit depth is actually pretty typical for Nvidia Linux drivers.

14
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 02, 2017, 11:23:08 PM »
Works!  ;D

15
Mods / Re: [0.8.1a] Console Commands v3.0 WIP 4 (released 2017-06-21)
« on: July 02, 2017, 09:29:56 AM »
Also, just to make sure: you're using a Mac, right? If not, then I'm trying to fix the wrong thing.

No, Linux.

Sorry, should have guessed it is OS related and told this earlier, given no one mentioned similar problem since the release.

Tell me if i can do something to help in debugging. Just be aware that my java skill is somewhere around the power copypaster level (script kitbashing based on logical guessing).


Pages: [1] 2 3 ... 6